#making-mods-general

1 messages · Page 452 of 1

autumn tide
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png

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ffs

left nova
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You can load anywhere you like, but just load into Characters should be good enough.

autumn tide
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sweet, thanks for your help :)

left nova
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For further questions, you can check this page out.

autumn tide
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ty SDVpufferheart

patent lanceBOT
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@next plaza: actually consider this (8h ago)

autumn tide
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heh coding time

shut edge
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we figured out the glows btw. i had a space where i shouldn't. classic.

wet elm
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Hey so I have an s24 Galaxy and I've downloaded SMAPI Launcher, but my phone won't let me access any files through the app

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I've tried to manually give the app permission, but there isn't even the option to do so

ocean sailBOT
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Android SMAPI

We are not able to provide support if you run into trouble or compatibility issues with Android SMAPI; please use the discord linked on the Android SMAPI github.

IMPORTANT: This is a highly experimental build and may be prone to glitches, bugs, or incompatibilities. Please see the wiki instructions for more information regarding installing the unofficial Android port of SMAPI for Stardew Valley 1.6.

Do not harass mod authors to make Android specific compatibility patches.

wet elm
autumn tide
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hellooo is there a way to disable footstep noises for a character during an event?

urban patrol
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i wasn't aware they even played by default lol. i assume you don't want music or ambient sound playing that could cover it up?

autumn tide
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oh i have, but you can still hear them 🫠

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it might be a charatcer-specific thing? krobus by default has footstep sounds

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hmm lemme chekc character data

royal stump
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if nothing else, there shouldn't be footstep sounds if anyone walks on tiles without a valid Type property
(or maps with mine anywhere in the internal name)

autumn tide
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nope not in character data

autumn tide
royal stump
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yeah, a full map swap might be a bit much, and I'm mostly just familiar with how it works for farmers

urban patrol
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idk if this would work, but you could maybe find the audio cue for krobus' footsteps, and then conditionally replace that with a silent audio file?

autumn tide
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HMMM

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idk if it's just krobus tho-

royal stump
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I don't see any obvious krobus-related sound code or assets, and last I checked, all audio changes are permanent until game reload

autumn tide
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it might be everyone, i'm just making events with them specifically so i notice theirs

urban patrol
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darn

autumn tide
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great idea tho!!

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does anyone have examples of an event with switchEvent I might use for reference?

royal stump
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just skimming vanilla, it's used in ElliottHouse, Forest, and SebastianRoom

autumn tide
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ty SDVpufferheart

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oooh okay i found something out, gonna add to the wiki

elfin kindle
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Could a temporary sprite or animation help? Might be too much work for the value but its a loose idea ^^

royal stump
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using a krobus lookalike sprite would presumably skip any footstep sounds
(though idk how much work is involved in those & it probably varies by script)

autumn tide
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huhhhh interesting

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..maybe later haha, I'll screenshot this and put in my mod doc for future reference

elfin kindle
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Yeah exactly! The issue is mostly moving the temp while timing the animation to look like normal walking ^^"

gentle rose
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your capitalisation is inconsistent which could be causing issues

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you have Arctic Summer Fox in some places but Arctic Summer fox in others

grizzled crescent
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Thank you! I will see if that's the problem

livid kite
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@uncut viper Sorry for the ping, but I'm trying to use CMCT for my mod, but I'm a bit confused. I can only have my config section set as true or false for it to be able to work? I can't have multiple options?

whole raptor
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Hm? You can read whatever config options you want with CMCT SDVpufferthinkblob

vernal crest
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The mod page says nothing about needing the config to be a Boolean

whole raptor
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What do you want to do with it?

grizzled crescent
livid kite
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I'm trying to make an article on how to use my saloon mod for other mod authors so they can have their NPC in the new area of the saloon.

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I've been at this for the last few days

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Might just make three separate mods if I can't figure it out

devout otter
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{{Spiderbuttons.CMCT/Config: RaffieJohn.ExtraSpaceSaloon, Saloon Basement Size}} Presumably this should work.

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(Though I'm not sure about the config token having space in it.)

whole raptor
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Spaces are fine

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In short you can use Query to check what the config says, I'm not sure if it's exactly how you were suppose to use it, but it works for me 😅
"Query: '{{Spiderbuttons.CMCT/Config: Parrot.RomRas, Portrait Mode}}' = '12'": true

spice anchor
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Will the bouncer respond after I've gotten the mod author role?

livid kite
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Oh? So does "12" mean portrait frame 12?

whole raptor
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Nope, it's just the option in the config

uncut viper
devout otter
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You don't need to do query even. This would also work "Spiderbuttons.CMCT/Config: RaffieJohn.ExtraSpaceSaloon, Saloon Basement Size": "Large",

whole raptor
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Oh, makes more sense 😅 No clue why I did it like that tbh

livid kite
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Just to make sure I also set this up as a DT for it to work or just having a when condition should be fine?

uncut viper
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you dont need a dynamic token

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also you dont need to set up anything in your mod at all, its only the other mod that needs to do anything to use CMCT

livid kite
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I know, I'm just trying to make an article on how to use my mod, since that has been the main topic in my comment section.

uncut viper
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SDVpufferthumbsup just making sure

livid kite
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Thank you everyone for the help! guoba_happy

narrow owl
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is there a guide for how to make custom maps?

tender bloom
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!mapmaking

ocean sailBOT
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If you want to make mods that add or edit maps:

  1. Use Tiled to edit .tmx or .tbin files.

  2. Refer to the Maps wiki page for details on how maps work in Stardew Valley.

  3. Content Patcher allows you to create custom locations through editing Data/Locations

  4. Vanilla Maps can be edited via Content Patcher as well: EditMap

narrow owl
quick sand
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Hello everyone. is it possible to use randomization with trigger actions?

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what i want: when x trigger happens choose a random action or actions from a list of actions

urban patrol
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possibly, but the {{Random}} token doesn't update that often (i think it's once a day?) so you may run into trouble there

drowsy pewter
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yes, you can use the SYNCED_CHOICE gsq and If statements for actions

urban patrol
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oh good a better answer

drowsy pewter
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If SYNCED_CHOICE tick modid.mychoice 1 10 5 ## my 5th action

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this one has 10 choices and this action is #5 on the list of choices

quick sand
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oof... will this work in content patcher or is this c#

drowsy pewter
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what i just told you is the trigger action action format

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do you understand how to make a list of actions within one trigger action

narrow owl
drowsy pewter
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yup

narrow owl
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cool!

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love that mod

quick sand
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in the Actions field you list each action in quotes seperated by commas right?

drowsy pewter
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yes

quick sand
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but it executes them all

drowsy pewter
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Use the format i gave you

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if you're still not clear, look for SYNCED_CHOICE on the game state query wiki page and If on the trigger actions page

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and if after that you're still stuck you'll have to explain which part exactly you dont understand lol

quick sand
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SYNCED_CHOICE tick modid.mychoice 1 10 5

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this is choosing a number between 1-10 then saying true if the number is 5?

drowsy pewter
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yup

quick sand
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where does tick come in?

drowsy pewter
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so ideally if you have it to be 1-10, you would have 10 different choices for actions

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tick is how often it updates

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if it's day, then it will always be #5 on that day (if #5 is rolled)

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if its tick, it will be a different number each time the trigger action is used

quick sand
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ah ok...

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so the if part is, if the synched choice is true.. it does an action?

drowsy pewter
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yes

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if is so you can check any gsq before doing an action

quick sand
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im confused on the list of actions part

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the synched choice is an integer

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relating to the position in the list

drowsy pewter
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it doesnt relate to any position, you choose the number that goes there

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if your 20th action in the list is written to be synced choice #1, it will be synced choice #1

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and please spell it synced when you write your code

uncut viper
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"Actions": [
  "If SYNCED_CHOICE tick modid.mychoice 1 10 1 ## action 1 goes here",
  "If SYNCED_CHOICE tick modid.mychoice 1 10 2 ## action 2 goes here",
  "If SYNCED_CHOICE tick modid.mychoice 1 10 3 ## action 3 goes here",
  "If SYNCED_CHOICE tick modid.mychoice 1 10 4 ## action 4 goes here",
  "If SYNCED_CHOICE tick modid.mychoice 1 10 5 ## action 5 goes here",
  ...
]

because these all update on the tick, they will all choose the same random number between 1 and 10. so if they all choose 5, only the last action in this list will be true and will execute

quick sand
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OOOOOOHHHHHH

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how would it look if i wanted it to do 3 of the actions on the list?

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1 10 1+3+5?

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no sorry. 1 10 1 3 5

uncut viper
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dont know if you can make it choose multiple at random

narrow owl
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how would I make more fish that you can catch?

hard fern
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fuck

narrow owl
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huh

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lol

narrow owl
hard fern
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[[Modding:Fish_data]]

hard fern
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there we go

narrow owl
narrow owl
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or json assets

quick sand
hard fern
drowsy pewter
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You can make it do two more trigger actions (like whole trigger actions), but the 3 different actions may randomly choose the same outcome

narrow owl
ocean sailBOT
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@narrow owl You leveled up to Cowpoke. You can now speak in our voice channels and share images in all channels!

hard fern
urban patrol
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Stardew Modding Wiki

Last edited by AtlasVBot on 2025-09-13 18:56:18
Adding a new fish to the game has never been easier than in 1.6; nowadays, fish are a simple set of patches via Content Patcher. There are four required steps: you need to load sprite images, define the fish (as an item, and as a fish) and add it to locations. Optionally, you can add aquarium spri...

hard fern
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And yeah on GitHub

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Or that

narrow owl
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that one is a bit more digestable then the modding:fish data

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but ty both of u

hard fern
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I feel like i always get confused by the modding wiki tutorials

urban patrol
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you should probably use both in conjunction with each other, since the official wiki explains things in more depth!

narrow owl
urban patrol
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although i agree the official wiki page for fish specifically makes my head spin a bit

tiny zealot
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that's just because fish data is a bit fucky i think

hard fern
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~~ill admit i had trouble making fish and i actually just ended up using sve as a reference... ~~

urban patrol
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yeah

hard fern
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Fish data is cursed

hard fern
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Also wth is discord doing to me

urban patrol
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you're haunted

narrow owl
dusky sail
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Fish is easy its just a lot of steps. You gotta do the object, the fish, the locations data, the aquarium, and the fish pond

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Each of these steps is simple theres just like 5 of them

gaunt orbit
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Hmmm are there any framework mods to disable specific wallpapers from showing up in the main wallpaper catalogue

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IIRC it's hardcoded for the vanilla ones

brave fable
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not that i know of, but if you check the Data/Shops:Catalogue entry you'll notice ItemId is filtered to items marked isRandomSale with a PerItemCondition that excludes a number of specific IDs

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i'm not sure if you can set the randomsale flag on WP items, but you could maybe textoperations your way into the condition and pray there's no conflicts. hardly ideal

calm nebula
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How does the wizard special wallpaper worj

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In before there isnt a wizard special wallpaper

gaunt orbit
brave fable
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it likely was c# before the Data/Shops model was introduced. you're just old is all

gaunt orbit
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The reason I asked is because I've been looking into possibly moving away from the vanilla GetShopStock method since it's not incremental

gaunt orbit
gaunt orbit
calm nebula
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I am old

brave fable
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this exercise thing seems very bad for your health

calm nebula
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I'd like to be not injured

patent lanceBOT
calm nebula
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Bluebs what would you suggest i do instead

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Note that I get very depressed if I dont exercise

brave fable
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depends. how many ankles do you have left

calm nebula
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That healed.

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Two

brave fable
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do fitness() while (ankles > 0.5f)

calm nebula
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Do fitness until I have less than 0.5 ankle.

brave fable
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well if you wanted the pseudocode then yeah SDVpuffercowboy

royal stump
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switch to core exercises until you hurt your back SDVpufferowo

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(if that's the right term, I just jog)

uncut viper
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i think atra needs the pseudoephedrine not the pseudocode

calm nebula
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Tylenol would be great

hidden locust
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hi guys, is there anyway to spawn a torch item with light on?

inner harbor
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Hmmm, how do I add text to a shop without a portrait?

gaunt orbit
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I guess what I'm asking is what do you mean by "spawn" here? What is the context

hidden locust
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I wanted to spawn a candle item in a map I made.

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can I do that without c#?

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with lights on

gaunt orbit
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Are you trying to create it as forage? Or a permanent map fixture? Or just place a torch when a save is created?

hidden locust
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I used FTM to spawn it as forage

gaunt orbit
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Do you have it correctly tagged as a torch item?

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IE does the item give off light when you place it down yourself

hidden locust
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it does

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Esca said it's not possible right now with FTM

gaunt orbit
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Then that sounds like a big with how FTM handles spawning. You should report it.

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Do you need FTM? Is there a reason you can't use location data forage rules?

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Those should handle it correctly I think

hidden locust
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I was using it for monsters, maybe I will just try location data SDVkrobusgiggle

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sorry

gaunt orbit
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It's okay! Questions are why this channel is here!

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Gotta learn somehow, and it's not like there's a bootcamp for stardew modding

hidden locust
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thank you so much for helping me SDVpufferspring

gaunt orbit
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If location forage rules don't correctly do torch spawns, you will need c# to handle it. (Though please let me know either way w/ ping)

ivory plume
inner harbor
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I did that but it didn't seem to work. Maybe I'm missing other information I need to add in

#
                        {
                            "Portrait": "",
                            "Dialogues": [
                                {
                                    "Id": "Lemurkat.EastScarp.Fundraising",
                                    "Dialogue": "{{i18n:Fundraising.dialogue}}"
                                }
                            ]
                        }
                    ],...```
ivory plume
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You still need the Name field, it's not optional. You can set it to "AnyOrNone" if you don't need a particular NPC to be present.

cursive wing
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For some reason my game keeps crashing using smapi on android

gaunt orbit
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!androidsmapi

ocean sailBOT
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Android SMAPI

We are not able to provide support if you run into trouble or compatibility issues with Android SMAPI; please use the discord linked on the Android SMAPI github.

IMPORTANT: This is a highly experimental build and may be prone to glitches, bugs, or incompatibilities. Please see the wiki instructions for more information regarding installing the unofficial Android port of SMAPI for Stardew Valley 1.6.

Do not harass mod authors to make Android specific compatibility patches.

gaunt orbit
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Oh hm, the text changed

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Basically the tldr is that android stardew has different code than desktop stardew and it makes mods explode sometimes

cursive wing
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Ok thank you

royal stump
gaunt orbit
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If not I'm probably going to put that on the 6.16 alpha wishlist if possible

Not using placementAction which I'm sure would have bizarre side effects, but having a carve-out for torches

royal stump
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SDVpufferheart it could probably use better handling, there were several edge cases of varying weirdness alongside that

but yeah, refactoring the placement logic would be 1.7 territory from the sound of it, it's complicated

gaunt orbit
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Tbh not having a reliable way to turn objects into functional versions has been annoying the hell out of me with a few of my projects. So far my approach is to call placementAction and then just try my best to do cleanup

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Not great but seems to sort of work

royal stump
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yeah, I'll need to figure out which edge cases to squish into FTM from that manually

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since it sometimes places and sometimes doesn't

gaunt orbit
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And sometimes the thing is a regular object and sometimes it's a subclass

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Tbh I do not remember how I handled it in mus and I will simply prey it does not break

hidden locust
inland rain
lean veldt
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Hello, I'm making a custom farmhouse. When I add map properties, if I use wall_2 and floor_2, should I use <index> or <tilesheet>:<index>, considering those are vanilla tilesheets? Does the index continue from walls_and_floors or start again at 0? And does the <area ID> (the one uniquely identifies the area or room) need to be loaded or the game just reads the tmx file and knows which room is which?

oblique meadow
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So if you look at the additional walls and floors data file it creates an entry. I want to say it’s “morewalls” but I’m not looking at it.

If you’re setting the default wallpaper to something on that tile sheet it would be Morewalls:<index> and yes it starts over at 0 on the new sheet

lean veldt
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Thank you very much SDVpufferheart

oblique meadow
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Good luck with your farmhouse. Farmhouse is haunted.

dusky sail
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Uh yeah? Where else do you expect grandpa to stay (silly)

finite viper
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Hey everyone, I need your advice. I'm making a mod that needs to add a button to each save slot in LoadGameMenu. Is patching LoadGameMenu with Harmony the best option, or are there other options?

uncut viper
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if you're able to feasibly do so you can also just draw your own buttons on the screen overtop the menu using SMAPI's render events

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but it's probably not too bad to just postfix the menu's draw and click/hover functions

finite viper
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mhm, i see

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ok thanks

proud wyvern
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what are you adding there btw?

proud wyvern
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(asking because: 1. i've already done something like that in my Kokoro mod, not that i maintain it anymore, and 2. at this point you don't have any save data loaded, so if you want to display any cool data, you have to store it yourself, separately from the actual save files)

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i guess i'll just ping, since it was a while ago: @finite viper

lucid mulch
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To be specific the only data available is hosts Game1.player instance

finite viper
proud wyvern
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so exactly what Kokoro does

finite viper
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I'm not sure if a similar mod exists, but I'm making my own.(Oh, ok)
My laptop's hard drive died and I lost my mod collection.

proud wyvern
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that sucks :/

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the hard drive dying part i mean

spice anchor
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What do I do if I don't get a response?

fossil osprey
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A response for...?

gentle rose
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being made a mod author I think

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did you DM bouncer?

shut edge
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[Content Patcher] Can't apply data patch "SNES Dogs of The SNES > AHM Include > Data/AHMdata.json > EditData Data/Machines > entry #1" to Data/Machines: failed converting entry to the expected type 'StardewValley.GameData.Machines.MachineData': Error converting value {null} to type 'System.Single'. Path 'WorkingEffectChance'..

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what am i missing here

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probably a comma or somethin

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oh i guess effect chance has to actually be numbers oops

shut edge
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ah good altered a pixel offset then reverted it and now my game hangs at black, rad

next plaza
#

Hmm, I just thought of a further feature that people might find interesting (though unsure if it would be usable for CP mods).

What if you could also opt in certain options so that a copy is synced for everyone?

First example that comes to find: for the mod that lets you set your own pronouns, mods could then fetch the pronouns of any connected player who also has the mod

gentle rose
next plaza
# gentle rose or a "dibs on spouse" mod that uses GMCM to let players select an NPC and then s...

That becomes really easy with the "NPC picker" widget I have planned.

You know, part of me thinks that both of these should be a SMAPI thing, but I'm not sure @ivory plume is even interested in having networked synced configs / per player configs (ones accessible by everyone connected) in base SMAPI. It would work much better if it was base SMAPI though (since it could properly handle stuff like not saving per-player values to config.json when you are a farmhand)

Like for the per farmer configs, the default values for a new save could copy the values from the global config or something.

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(Although I guess it could be handled from a mod via some harmony patching SMAPI...)

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For that matter I also wish all the config files were in a separate folder and not part of their parent mod folder

ornate drift
#

{
"Format": "2.4.0",
"Changes": [
{
"Action": "EditImage",
"Target": "Characters/Haley",
"FromFile": "assets/Haley.png"
},
{
"Action": "EditImage",
"Target": "Portraits/Haley_Port",
"FromFile": "assets/Haley_Port.png"
},
{
]
}

#

uhhhh i think i fucked up my json

#

{
"Format": "2.4.0",
"Changes": [
{
"Action": "EditImage",
"Target": "Characters/Haley",
"FromFile": "assets/Haley.png"
},
{
"Action": "EditImage",
"Target": "Portraits/Haley_Port",
"FromFile": "assets/Haley_Port.png"
}
]
}

does this work?

#

oh wait

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so basically i just need to change it to 2.8.0

lucid mulch
#

there isn't a vanilla pattern of _Port afaik
but the sprite edit would work fine assuming there isn't an appearance entry being applied instead

ornate drift
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oh yeah i should change that actually

autumn tide
#

helloo is there a way to get spouses/roommates to NOT murder any monsters in the farmhouse? i changed krobus's Spouse_MonstersInHouse dialog but i think they would still kill the monsters-

autumn tide
#

okay more questions- i wanna change the way void ghost pendants can be obtained, how can i make sure I'm editing only the field related to the void pendant trade in Data/Shops? here's what I have:
after entries is the copy-pasted data for that specific trade from Data/Shops

royal stump
autumn tide
royal stump
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(also I guess it uses Strings\\Locations:FarmHouse_SpouseAttacked if monsters run into them, if you wanted to edit that too SDVpufferthink)

royal stump
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but yeah, the damage and relationship change aren't really contingent on anything

royal stump
autumn tide
#

oh- and uh here's the entry for that trade

royal stump
#

769 is Void Essence rather than the pendant, afaict

#

...oh, nvm, misread that

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if you want to change that specific part, you'd target the 808 ID and then use Fields instead of Entries, I think

autumn tide
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dw haha, i believe that area refers to the currency trade thing

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hmm okay

royal stump
#

yeah, CP generally looks for just "Id" when targeting stuff in lists

#
"TargetField": [
  "DesertTrade",
  "Items"
],
"Fields": {
  "(O)808": {
    "TradeItemId": "(O)Something_Else"
}
}```
autumn tide
#

Gotcha, the issue is most of these trade things are just identical SDVpufferflat

quick sand
#

hi peoples. where can i find drop tables for chests, mystery boxes, etc? i really would like to just copy and paste it into my CP mod instead of building it from scratch

calm nebula
#

Chests?

quick sand
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like the volcano chests

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or fishing chests

calm nebula
#

Hardcoded. Both of those

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Fishing chests are fun

quick sand
#

dang

marble needle
#

Hey I'm developing an stardew mod that ports all of the pokemons available from PMD sprite repository as farmers in stardew, it's practically finished

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but I have one issue

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Fashion sense doesn't like too much having 5000 bodies in their folder

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10 gb vram

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somebody know if there is a way to tell fashion sense to not load all sprites at the start and load them when they are used?

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(if not possible I can still cut the pokemon sprites by almost an half, as there many alt versions)

woeful lintel
#

maybe make alt versions into CP patches with config so that only one is loaded at a time?

fossil osprey
#

That, or make several fashion sense pack
Like, by pokemon types for examples?

autumn tide
#

hey! even more questions lol, how should I format the TargetField for adding special movie reactions for specific NPCs? this is what I have alongside the OG data

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ik I'm doing it wrong but idk how to fix that SDVpufferfush

uneven spindle
#

Hi! I was reading this bit of the SV wiki but I don't understand everything it explains:
https://stardewvalleywiki.com/Modding:Game_state_queries#Queries_versus_Content_Patcher_conditions

... the resulting changes are written once to the asset. Then there's no performance impact after the asset edit, since it's just plain unconditional data. However the asset is reloaded when patches are added/removed, which may impact performance if they change often in some cases.

Stardew Valley Wiki

← Index

autumn tide
#

afaik it effectively means that CP When conditions don't lag the game as much as game state queries

royal stump
#

generally yes; game state queries aren't ever really cached (saved for quicker re-checks) after you use them, so they tend to be slower if they need to be looked at regularly

#

that said, whenever a CP patch needs to change something, the entire file & any patches on it need to be reloaded
so for example, if you're editing Data/Objects with TimeChanged update rates or something, it might take a while to re-apply everyone's patches

autumn tide
uneven spindle
#

what does regularly mean in this context? in the next paragraph it is stated that

On the other hand, game state queries are faster in cases where the conditions are checked rarely and doing so avoids reloading textures or maps (like Appearance in Data/Characters

#

afaik appearances are evaluated when the npc changes location

royal stump
#

regularly as in frequently, e.g. trigger actions might check GSQs when time changes or players warp, etc

#

it really depends on context

uneven spindle
lethal raptor
#

Hey yall i got a noob question. I was playing with nature in the valley a lot and its one of my fav mods. I was wondering if there was some way to 'net' a creature spawned by custom companions or a vanilla bird/butterfly

Like player uses net on a creature added by cc or a vanilla butterfly
Then it 'despawns' and nature in the valley is invoked to act as if a creature is captured. Like i could create an entry for a creature collected and all the details required for donating/making terrariums, but the actual spawning isnt done by nitv and action isnt taken on a creature added by nitv

Sorry if I am misunderstanding everything, I know all 3 of these types of creatures spawned are not the same (I think cc spawns them as villagers and nitv has its own thing too) but if theres even a hacky way to do this id love some insight i cant stop thinking about this haha

Like itd be fun if i could use net on vanilla butterflies
Or even something like using net on some birds spawned by vanilla or CC or bird guild and acquiring feathers (not full bird)!

royal stump
#

for the most part, if the game has a "Condition" field somewhere, you can use that without worrying too much
modded trigger actions and such tend to be where GSQs get complicated

uneven spindle
#

i saw some complaints about performance in the mod that i'm patching up so i really wanted to get this right

autumn tide
uneven spindle
#

np! its the Seasonal Outfits - Slightly Cuter Aesthetic

#

after fixing some bugs i decided to tackle the performance issue

autumn tide
#

huh, i didn't know it wasn't up to date, nice you're patching it tho!

#

just wanted to check you got the OG modder's consent?

uneven spindle
royal stump
tiny zealot
uneven spindle
uneven spindle
#

i'll definetly ask the owner if i ever decide to release tho

royal stump
#

using appearance is probably better, in that reloading images is probably slower than checking appearance conditions, but tbh this gets into "you should find a way to test this" territory
(which can be difficult without a slow PC or C# timers)

#

there's enough optimization stuff in CP that it's hard to guess what'll slow down

devout otter
#

Personally, I definitely got less performance issues after SCA switched to Appearance system.

uneven spindle
#

i found a profiler mod that measures the times taken for each patch but tbh i don't know how to use it or how should i properly test this other than loading a save a performing the same actions with/without code changes

royal stump
#

yeah, I'm not familiar with setting that up for CP-related checks, though SinZ might be able to help in the thread for it?
#1359454014319755294

uneven spindle
#

not sure what to listen to xd

royal stump
#

there can be issues due to limited memory vs CPU load, etc, and people's mod sets can be wildly different

autumn tide
royal stump
#

well if you're using the setup I posted earlier, you wouldn't want a Reactions list; it'd be something like this

"TargetField": [
"Krobus",
"Reactions"
],
"Entries": {
  "reaction_0": {
    "Tag": "fall_movie_0",
     //etc 
  },
  "reaction_1": {
    "Tag": "*",
     //etc 
  },
}```
#

the target field stuff zooms in on Krobus's reactions list, so each entry is inside that

uneven spindle
#

i'll check out the thread, thank you!

autumn tide
#

still a bit confused but I'll check here later when i need to haha

royal stump
#

PS in case anyone else is interested in decorating with light sources, FTM v1.26 is out SDVkrobusgiggle

  • adds an "is on" setting for BC/furniture with lights or other toggles
  • fixes torches and other torch_item things spawning with broken animations/lights
autumn tide
royal stump
#

I'm not really familiar with the asset, but you can add new entries or replace existing ones with that same method, yeah

#

using an existing ID will overwrite them, and including new ones will add them

autumn tide
static seal
#

I'd like to create a custom NPC where becoming partners requires a another different item instead of bouquet, and proposing requires a different item instead of the Mermaid's Pendant. Additionally, I need to know how to remove this character's wedding event.
If this isn't possible, could someone can guide me on how to make a "roommate" NPC like Krobus as an alternative?

royal stump
#

lists are a bit weird in CP, but that mostly means they have special rules for choosing their order; add/remove should be similar to anything else

marble needle
#

I will upload 3 versions, one with only the pokemons no shinnys or any variation, other one with the minimum variations (base + shinny+ regional) and another one with full sprites which is the one in the video

autumn tide
marble needle
#

I think that will suffice

#

still I have the knowledge to edit fashion sense some day, I only need time

#

If I can manage to make a mode that loads the assets in place, my mod can be used with all sprites without any issue in any computer

woeful lintel
lethal raptor
autumn tide
lethal raptor
#

wonder if there exists a trigger along the lines of 'use net/tool on villager'

autumn tide
#

i mean there's slingshot and spacecore has this:

lethal raptor
#

ah nice! i could see if that could be extended to the net

raw compass
#

Would anyone be willing to take a look at my attempts to add pond colors to some mod legendary fish and help me figure out why it's not working?
In the base mod, the fish have no context tags, so I added them (so they would filter into the vanilla LegendaryFish Pond data) but... no amount of patch reload + resetting and refilling the ponds will make the colors happen

autumn tide
static seal
raw compass
autumn tide
brittle pasture
autumn tide
static seal
autumn tide
raw compass
tiny zealot
static seal
autumn tide
static seal
#

spouses is best,the roommates is an alternative

autumn tide
#

do you have your files set up yet?

autumn tide
static seal
autumn tide
#

i'll just send you the code here, it's pretty small

#

also got no clue how to do the wedding thing

static seal
#

okay

prisma ginkgo
#

Hi so jumping back to this I have edited the file to my liking. It shows up in the store the exterior shows up how i want it to. However i cannot enter the building and it hosts a ton of errors in smapi that are all related to missing assets and my game panic. I have a folder in my assets with the tilesheets png but it seems to want the tsx files that i used in tiled .How do i go about fixing this. I did embed the tilesets in tiled and i thought that would fix it.

autumn tide
#

alr here it iss, make sure to delete all of these guys < >, those are just there to indicate where to put your stuffs!:

    {
      "Action": "EditData",
      "Target": "Characters/Dialogue/<custom npc id>",
      "When": {
<criteria to accept dating>
      },
      "Entries": {
        "AcceptGift_(O)<custom dating item id>": "<acceptance dialog>#$action Spiderbuttons.BETAS_ChangeRelationship <custom npc id> Dating"
      }
    },
    {
      "Action": "EditData",
      "Target": "Characters/Dialogue/<custom npc id>",
      "When": {
<criteria to accept marriage>
      },
      "Entries": {
        "AcceptGift_(O)<custom proposal item id>": "<acceptance dialog>#$action Spiderbuttons.BETAS_ChangeRelationship <custom npc id> Engaged false 3"
      }
    },

https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/tokens.md#global-tokens just search for 'when' on here to find out how to do the criteria :)

also if i got this wrong someone pls tell meSDVpufferchickcry

GitHub

Mods for Stardew Valley using SMAPI. Contribute to Pathoschild/StardewMods development by creating an account on GitHub.

autumn tide
#

ofc! glad I could help out SDVpuffersquee

raw compass
wary owl
#

@wicked meadow why can I not talk

#

???

brittle pasture
ocean sailBOT
#

Hello! If you are a new member to this server, please read this informative message about how to be able to speak or stream in voice channels!

• In order to speak/unmute/stream, you must be level 5!
• In order to reach level 5, you must chat in any text-channels! Each time you talk/chat you will gain exp.
• When you reach level 5, you will receive a message that you have obtained the Cowpoke role!

To check your current level, head on over to #governors-mansion and type the command: /lvl. This will display your current level and your exp bar. Thank you for reading!

static seal
autumn tide
#

No worries! I mentioned it below the code lol

brittle pasture
autumn tide
#

Cause in bg it’s 8 hearts for dating, 10 hearts and house upgrade for marriage

raw compass
static seal
autumn tide
#

Nope, but you might be able to use the reject gift things mentioned in the dialog page of the wiki!

#

I’m sure there’s some command to bring it up

#

Cannot find it-

#

Welp, go on the SDV wiki and search for dialogue, then make sure the modding topic thing is enabled under advanced

#

On mobile so I can’t pull it up SDVpufferfush

static seal
#

Sorry It's 2:30 AM here because of the time difference. I'll @ you in 6 or 7 hours if I can wake up. I need to get some sleep now. Catch you later!

indigo yoke
quick sand
#

hello can someone check my work here:

#

"ItemId": "RANDOM_ITEMS (O)",
"PerItemCondition": "ITEM_CATEGORY Target -96, !ItemID 526 523",

#

this should choose random items in ring category but not ones with the id 526 or 523. yes?

brittle pasture
#

that's not how you format the ITEM_ID condition

quick sand
#

just save me a severe headache

brittle pasture
#

!ITEM_ID Target 526 523 should do it

quick sand
#

ah i forgot the Target too

#

thanks alot

ornate trellis
#

can anyone quickly tell me what index 2 is from the haseenevent condition? I edited hatmouse for some hats and i think i did it wong since i get this and the CP git doest really say much besides "The event IDs seen by the current or specified player, matching IDs in the Data/Events files."

[game] Failed parsing condition 'PLAYER_HAS_SEEN_EVENT VoidWitchCult.CP.TheFishmongerNPC_Introduction': required index 2 (string eventId) not found (list has indexes 0 through 1).

inner harbor
hallow prism
#

usually player GSQ requires a host/any/current/whatever

ornate trellis
#

oh damn you right...

#

thats what I get for doing the shop edit a long time ago before finishing all events fgdf

hexed grotto
#

Hey guys hypothetically if one were to be making a UI Interface mod and this is her very first mod... how do i edit the main page...

gentle rose
#

have you had a look at how other UI mods do it?

hexed grotto
#

I cant really find any :[

gentle rose
#

you can't find any UI mods?

hexed grotto
#

Like i find the ui mods but i dont understand how they go in and edit it if that makes sense?

#

Idk im very very new

gentle rose
#

the basic answer is that changing the texture (colour, image, etc) of things is easy, changing the layout (size, positioning) would require c#

uncut viper
#

!startmodding

ocean sailBOT
#

Making mods can be broadly divided into two categories:

Usually it’s easier to start with making content packs, since you don't need to learn programming.

uncut viper
#

they use Content Patcher

hexed grotto
#

Thank youuu !! Sorry again !

gentle rose
#

no need to be sorry!

uncut viper
#

you will need an understanding of how Content Patcher works in order to make it, so i would start by reading that wiki tutorial for CP and also the Content Patcher documentation it links you to

#

emphasis on "please read the documentation too" as the wiki does not have all the information and is not supposed to

#

the Content Patcher documentation on github is your primary source

hexed grotto
#

Thats what i was gonna start doing! So if I'm just recoloring and like adding things (i want to make a fall/rustic interface) i dont need #c ... right?

uncut viper
#

recolouring needs no C#, no

hexed grotto
#

Thank gosh

uncut viper
#

adding elements that did not previously exist, yes

hexed grotto
#

Aw man

#

Word, thank you for all the info!!!

uncut viper
#

(to clarify, adding UI elements. if you meant new things like items, those are easy)

hexed grotto
#

Yeah, kinda just like adding little pumpkins and leaves .. and maybe changing the cursor but mostly focusing on recoloring

uncut viper
#

if theyre within the bounds of the existing texture you can just draw them as part of the UI texture

hexed grotto
#

Oh cool!!!

uncut viper
#

but likely wont be able to make them go beyond the edges of where the existing UI goes

#

and it depends on what exactly the UI piece you are editing is

hexed grotto
#

Yeah! So if they go beyone the edge, that would need #c?

uncut viper
#

if the game only draws a 20 pixel wide by 30 pixel tall section of a texture, for example, then you cannot edit anything outside that 20 x 30 texture space

#

to do that you would need C# to change the UI drawing code itself

hexed grotto
#

I see!!!

dreamy cedar
#

^^ Forgot to say I'm in Linux

#

My guess is that it's to do with the steam container

next plaza
quick sand
#

has anyone heard of the arena mod?

timid onyx
#

Does the light path layer tile just not work in spouse rooms at all?

shut edge
#

hmm, my AHM treats are giving animals full hearts immediately

#

the hearts are supposed to be the friendship, not their mood, right?

brittle pasture
#

friendship yes

#

the heart increase is proportional to the treat price/sell price ratio, so if a treat is giving too much hearts the animal sell price's probably too cheap

shut edge
#

odd that it wouldn't just be an editible value but hm

brittle pasture
#

well it's like that for balancing reasons (a treat should always increase an animal's sell price more than the price you would have gotten from just shipping the item)

shut edge
#

balance hasn't been my strong suit for sure

#

looks like all my stuff is currently set to 4000 to buy, 800 to sell

#

maye that's too cheap

#

might be because my animals are set up in such a way that there's a base one and then several alternate purchase types who are set to -1 price?

#

maybe i should just break them up into separate purchases hm

brittle pasture
shut edge
#

ah i see what you mean, ok

#

3000 / 2000 makes treats give two full hearts still but that's better than maxing out

#

ok i think i've got it to give half a heart now

real agate
#

How do I get permissions to post aout a MOD in mod-showcase? I am listed in the Wiki as a MOD developer from back in the day.

royal stump
real agate
#

I see I need to read the PIN... let me do that. Thanks

brittle pasture
#

you're orange so you still have perms

real agate
#

Sorry if this is the wrong way to do it. Forgive me as it has been several years...

The original Junk Mail MOD is back and better than ever. Updated for 1.6.

https://www.nexusmods.com/stardewvalley/mods/4452

Nexus Mods :: Stardew Valley

Junk Mail adds a playful twist to your mailbox by delivering randomized letters that range from silly to surprising. Instead of only receiving the usual in‑game notices, you’ll occasionally find o

shut edge
#

too tired to do balance work i think, nap time

real agate
#

Man that was fun, and no where near what I thought I was in for. However, that MOD only messes with mail. No graphic manipulations. Now to update the next old MOD.

brittle pasture
#

I think you mistook who the author was?

#

also last I checked it still works, graphical issues at the docks notwithstanding

hard fern
#

i can't find it on the cp docs (maybe i missed it) but how would you do like an auto mod check thing but when said condition is false? like "When": "HasMod" but when you dont have the mod

#

sorry if that sentence was a jumble.

#

like theoretically i know how to do it but i can't remember the right way to do it exactly

drowsy pewter
#

"HasMod|contains=modid": false

hard fern
#

thank you discord user six four eight zero

gaunt orbit
#

Forsy are you on Tumblr

#

I ask because that's a very tumblr-style phrasing

hard fern
gaunt orbit
#

Maybe just coincidence then

hard fern
#

or i randomly picked it up via internet lingo osmosis 😅

gaunt orbit
#

Also likely

#

Tumblr is weird bc it's not that popular in and of itself, but it still has really strong background influence on the rest of the internet

calm nebula
#

Unlike instagram

#

Which feels like the Avatar (blue alien version) of social media

drowsy pewter
#

does anyone know where the hell to find info on rock hit points?

#

I just want to make my thing take three hits to break with a normal pick

#

actually, maybe 5

gaunt orbit
#

Uh, object.performToolAction or whatever it's called

#

The god method for using tools on things

#

At least I think that's where it is

#

It's somewhere in the object spaghetti that much I know

#

Objects have a field for hitpoints

hard fern
#

Is it bad i thought of real spaghetti at first

uncut viper
#

float power = Math.Max(1f, (float)(t.upgradeLevel.Value + 1) * 0.75f); this is the formula for how much damage it'll do to the rock, at least, i think

#

if basic rocks are resourceclumps then i think they have a health of 1? idk dont quote me 100% on that

patent lanceBOT
drowsy pewter
#

ok, i think i got it

calm nebula
#

Gdi

#

I thought that other quote emoji wouldn't actually summon the bot

uncut viper
#

outsmarted by a bot

gaunt orbit
indigo yoke
#

working on improving spirit. so far it looks good @_@

indigo yoke
#

also updated water to work with the lava in the volcano

deep cypress
#

Is there an option to cause the NPC to change their appearance for their new location when I have warped them using the console?

#

Like, a debug key.

shut edge
#

At work wishing I was modding as usual smdh

#

Time to overthink what I wanna do when I get home on a loop

low marlin
#

(CONTENT PATCHER QUESTION)

For the "Spouse" token, does it check for the spouse of ONLY the player having a content.json file with a "When" condition featuring this token or ANY player in MP?

If it is the former, how can I change the "Spouse" condition so that it targets ANY player with a particular spouse (or spouses)?

deep cypress
#

For that, you use the context: thing to say what player.

#

An on my phone, about to go to bed, but, PolyamorySweet’s content patcher file has an example of this in the main file somewhere.

#

Was going to try to find the content patcher documentation for it, but it’s not workiny on my phone either. It’s like

When:

“player: current” : true

#

That’s not the exact pf it, but hopefully it can make it so that you might fond that which you need

shut edge
#

Yeah there's stuff for like current player, any player somewhere that would probably do what you are trying

#

And I suppose without poly going the spouse itself would limit it to a particular player? Unless you can double marry in vanilla

#

Sounds a bit tricky tho yeah

kind juniper
#

Hi, I was wondering if it's possible to add something like a mostly transparent overlay that would work more or less like the weather particles and would always stay, at least outdoors? I'm hoping to make a recolor inspired by silent hill and thought it would be fun to add some fog, maybe something similar to the overlay the green rain day has but gray

drowsy pewter
#

so the way that SVE does fog is that its a literal layer of map tiles put over everything, which can be a mess for compat especially if this is intended everywhere, however Cloudy Skies is a weather type framework and would be able to do custom weather types like that

kind juniper
#

Hmm looked it up and sounds like Cloudy Skies could work for this! Thank you! :D

drowsy pewter
#

It would definitely be really unique and eyecatching if you did that, especially if you had like different fog types that changed with the seasons

blissful panther
#

MEEP will do map parallax stuff... eventually. SDVkrobusgiggle

drowsy pewter
#

ouhhjjj

low marlin
#

My use case is:

For my custom IUCT fork, I now want to have the fork to detect if ANY player (not just the host or current playing having the fork installed) is married to the Wizard (or Krobus/Sen/whoever I am planning to add custom children dialogue).

#

To be exact:

One player (regardless of being the host player or a farmhand) is married to any particular spouse (both vanilla and modded) - and their children would have unique dialogue - And ONLY the children of the player marrying that spouse have the dialogue

(E.g. Host married Sebastian, but a farmhand marries Kenneth (RSV) and there are unique IUCT lines for Kenneth's children - so by that logic, only the "Kenneth's spouse" player's children would have the unique lines)

shut edge
#

Ah yeah that makes sense

lucid iron
#

PecoWant do u want to try my spaget

#

I added free love support last week

low marlin
lucid iron
shut edge
#

Yeah I really don't know myself

lucid iron
#

This mod gives kids a unique id so that their true parent is tracked and you just edit their Characters/Dialogue/<kidid> no tokens required

#

It would probably not work that good in an existing save though, unless you dove all your kids before install

#

Also gotta actually make the content pack

low marlin
#

I was not asking about this mod though - I mean asking for how the "Spouse" token works and its scope in MP

shut edge
#

you mean I gotta make a mod for the mod to work? Dang

#

I suppose for that case maybe it just works fine?

lucid iron
#

So for mp the Spouse token should return your (primary) spouse

shut edge
#

It's checking who their NPC parent is so the players shouldn't really matter?

lucid iron
#

it doesn't know anything about the kid you are speaking too

low marlin
shut edge
#

I think it would do host if you said host and any if you said any? Maybe I misunderstand

lucid iron
#

Some tokens have this feature

#

But the default is the local player pretty sure (Game1.player)

#

For UCT + poly cases it's a problem because there's no knowledge of which npc parent this kid is associated with

#

So you get the kid dialogue for any kid i think

low marlin
#

So far, it is just only me marrying the Wizard (via SVE + RRRR) - So the dialogue works fine (I have only add generic dialogue for children from existing marriage - Wizard-specific children will be added later (identifiable by an editable name in the config.json file))

But in MP, it would be "odd" if any player's children (regardless of who they marry) say the same things about the Wizard.

#

I need to make it so that the IUCT fork would check for whether the current player (especially in MP contexts) is the Wizard / whoever I am planning to add special children dialogue later on

lucid iron
#

Yeah like i said it's not a problem the spouse token can perfectly solve i feel NotteThink

#

The edge case there is mainly when you talk to a farmhand's children though (i.e. a child whose parent is not supposed to be the wizard)

#

If you just dont do that then it's probably fine Dokkan

low marlin
#

What about how to use these to do my use case?

lucid iron
#

If u wanted to just know any player is married to wizard u can try the anyPlayer arg

#

Rmbr u can patch parse "{{tokenwhatever}}" to test things

low marlin
#

What about using unique player IDs (the player installing the mod can try to get the ID and plop it into the slot for that in the content.json)?

lucid iron
#

I'm not sure if there's a point there

#

And idk if i would expect average player to be able to find this value from the save file

#

Try n see if it works for your personal desires at least sleep

low marlin
#

what about checking for children’s names?

Would the “ChildName” token accepts lists?

lucid iron
#

Do you want a condition like

low marlin
#

(For example, using a mod modifying the children limit, a player can have more than 2 children with a particular spouse (or a number of spouses) - So if the condition check runs through a “ChildName” token check - Would it accept list results (e.g. entering a list of names to that token, and it checks for any children with any of those names + the current player’s spouse being any NPC I want to add custom UCT child dialogue)

lucid iron
#

Ok so you want a OR case NotteThink

#

The ChildNames tokens is itself a list of child names

low marlin
#

I mean an “AND” case

Checking a list of child names AND if the current player is married to a particular spouse

lucid iron
#

You can check if it contains a certain name but idk if you can do intersect conveniently

lucid iron
#

Not even talking about the spouse name yet Dokkan

low marlin
lucid iron
#

Well anyways I think in a When block if you do "ChildNames": "name1, name2" in a when block, it'll check for any in the comma separated list

#

And if u want it to be config then sure use config token instead of literal "name1, name2"

low marlin
#

Lemme try to clarify:

The “When” conditional check checks for 2 things:

  • A list of children’s names
  • A list of spouses for the current player

So the logic would be:

  • It would first check if any of current player’s children have certain names as written in the token (e.g. If the player’s 2 children with (let’s say) Shane are named “Mandy” and “Grim” - The mod would check if any of that player’s children are named as such)
  • Then, the conditional block would check for the current player’s spouse.

If both checks return true (i.e. the current player (regardless of host or not) is married to (e.g.) Shane AND they have children named (e.g.) Mandy and Grim) - Then these children would have unique dialogue

#

Regardless of whether I use config tokens or not - How should I do the conditional loop handling this?

drowsy pewter
#

stardew has informed me i've started the game 1000 times

#

they should add counters for 10000 and 100000, i think those would be more accurate

next plaza
#

Ah, but that feature is for players.

If it were designed for modders it would definitely be much higher

#

As anyone who has a modder friend on Steam who hadn’t hidden their “___ is now playing ___” statuses can attest

vernal crest
#

Lol my flatmate came to check on me one day because they got the Steam notification that I had started Stardew so many times they got worried about what was happening to me

calm nebula
#

I have disabled steam notifications

#

Also frankly I have like three friends in steam and all are in the stardew modding community

next plaza
#

(can confirm)

low marlin
# low marlin Lemme try to clarify: The “When” conditional check checks for 2 things: - A lis...

So, flow chart (maybe):

Game check for current player’s status -> Goes through a list of names for children born of certain spouses (list for children’s names can have up to 12 names based on my PolySweet child limit) -> Checks if this player have children bearing any name in the list -> (1)

(1) is true (player has children with any or all of those names) -> Checks for said player’s spouse -> (2)

(2) is true (player is married to specific spouses (e.g. Wizard, Kenneth, Jio, etc.)) -> Their children with that spouse whose names are listed in the checks leading up to (1) above will have unique dialogue.

Otherwise, the children will use IUCT default dialogue instead

uncut viper
#

you cannot do loops like that in CP

#

you can only check for every name at once and every spouse at once in a single patch

#

you can ofc split it into several patches each for a different name

next plaza
#

It is time... for crime SDVpuffercool <vanishes to crime thread>

drowsy pewter
#

hm, casey, can i make these fail silently or set a condition so they dont spawn if something is on the tile? i only want them to spawn on these specific spots so they dont overflow the beach over time

uncut viper
low marlin
# low marlin So, flow chart (maybe): Game check for current player’s status -> Goes through ...

For examples that list as “otherwise”, here are some examples:

  • The current player listed Shiro’s children as “Ryouta”, “Takashi”, “Tomo”, “Rio”. They indeed have children with some or all of these names, but that player’s spouse is currently Sam
  • The current player is married to Harvey, but they don’t have any children with the names “Kevin”, “Hiromu”, “Ryo”, “Lana”
uncut viper
#

the ChildNames token only returns a list of names. you, as a modder, have no idea what those names are going to be beforehand

#

you cannot use the ChildNames token to determine which children belong to which spouse

next plaza
# drowsy pewter hm, casey, can i make these fail silently or set a condition so they dont spawn ...

Too late, I already went to crime land. (/s)

At the moment no. Feel free to make a github issue about it so I don't forget, though.

Or even just comment on this issue with that (and any other things you want): https://github.com/spacechase0/StardewValleyMods/issues/535

GitHub

Allowing to despawn all forageables from the group using groupId instead of definitionId. Option to despawn added forageables daily Also trigger action cannot spawn items on some tiles. For example...

uncut viper
#

nor can you even get at all what children were born to what spouse in the first place

#

as you only have a singular name in the Spouse token, unless polysweet/free love/whatever has its own token

drowsy pewter
#

oh god, another thing on my list

next plaza
#

😅

uncut viper
#

and you cant really do anything with just the name

low marlin
#

If you have Unique Children installed - You can check who is the children’s NPC parent

#

That’s the root of my IUCT fork’s logic

next plaza
uncut viper
#

not with content patcher's childnames and spouse tokens alone you cannot

low marlin
#

(Checking for any out of multiple spouses)

uncut viper
#

not sure how thats relevant

#

you can check if they are married to Sam or Shane

#

it doesnt tell you which child names belong to Sam and which belong to Shane

low marlin
#

My use case is, for example:

A player have 2 children with Shane named “Mandy” and “Billy” and another two (possible with mods uncapping the children limit) with Sam named “Miku” and “Teruki” - So via Unique Children’s feature of checking a child’s parents via social status menu, they can use the children’s name in the conditional loop I mentioned above

uncut viper
#

they cant, because you cannot do the conditional loop you mentioned above in Content Patcher

#

its not a thing you can do

#

content patcher does not support the kind of variable looping and dynamic condition checking that you require for your idea

#

if you need such functionality, it must be implemented yourself in a C# component

low marlin
#

Per-spouse checks there’s only 1 spouse per check -

But for children names it can check any in a list

uncut viper
#

the ChildNames token does not care who the children belong to. a check that says "Is their spouse named Sam and do they have a child with ANY of these names?" means nothing if the list of names is every child they have, including children with Shane

autumn tide
#

hey! uhh where can one look at achievement IDs?

uncut viper
#

you are welcome to experiment with the tokens if you want to make sure, but what you want is not possible with Content Patcher alone

low marlin
#

I did not mention exact child parentage checks.

But checking the current player’s spouse and if the player has children with any of the names in a predetermined list (the only way to tell the children apart in this case is visually via UC (Unique Children))

autumn tide
#

...SDVpufferflat

low marlin
#

I think something like this to tell whose children it is in Unique Children

#

(From the mod’s official Nexus page)

#

So my method of checking children’s parentage is NOT dependent on UC-related tokens/code

#

Just check the social tab and hover over a child’s name to see who is that child’s parent (especially NPC spouses as that child’s parent)

gentle rose
#

who's doing the check? the mod user?

low marlin
gentle rose
#

and they'll tell your mod?

low marlin
#

Yes

gentle rose
#

how?

woeful lintel
#

I just realized that FF duplicates errors when failing loading because it goes through the game's asset pipeline. What's the correct way of handling an error in a the Load function of an asset requested event?

fathom hound
#

The Stardrop crop sometimes gets glitchy and does not get harvested properly with a syth from the farming mastery.

Anyone know how I can fix my custom crop working with iridium scythe?

low marlin
# gentle rose how?

What’s matter here is the “Child with” block in the UC social tab example above.

So you can tell who is the parent of the child with that name.

Then, open the content file (or GMCM config tokens if I can implement that) and write the name (or names) in the token field checking for children’s names (within the same conditional block checking for the current player’s spouse (once spouse per such block, as each specific spouse would have a unique set of children dialogue)).

gentle rose
gaunt orbit
woeful lintel
#

that's me 🙂

#

but even the try catch logs two errors

low marlin
gaunt orbit
low marlin
#

So while you are not meant to switch around dialogue sets between different spouses (e.g. the set intended for Kenneth’s children being used for the check intended for Jio’s children instead) - You can change the list of child names “associated” with each of those spouses

gaunt orbit
fathom hound
#

Nope, I'll have to test this then

#

They just say it doesn't work sometimes

gaunt orbit
#

I love high quality bug reports ✨

fathom hound
gaunt orbit
#

did they give a log in case another mod is messing with scythe logic

fathom hound
#

Nope lol, I'll ask

low marlin
#

For now, the dialogue sets would apply to ALL children a player could have - But as the fork expands - There would be child-specific (name-based AND spouse-based) dialogue.

What’s important is that is the “Spouse” token checks for the current player (the one running this mod on their instance of Stardew), the host player, or any player regardless of them being online or not?

woeful lintel
# gaunt orbit that's weird, it shouldn't. Maybe content patcher is logging one as well?

For example, if a FF data asset is invalid, there's an error when the assetrequested event handler tries to parse it (either the json doesn't match the data model, or the data model validation threw an InvalidDataException):

[00:41:18 ERROR Furniture Framework] Mod crashed when loading asset 'FF/leroymilo.FurnitureExample.FF/content.json'. SMAPI will use the default asset instead. Error details:
SContentLoadException: Failed loading asset 'content.json' from SMAPI/leroymilo.furnitureexample.ff: an unexpected error occurred.
 ---> Newtonsoft.Json.JsonReaderException: Can't parse JSON file at /mnt/ext4_data/SteamLibrary/steamapps/common/Stardew Valley/Mods (dev)/Example Pack/content.json.
Technical details: Exception has been thrown by the target of an invocation.

then the part of FF that asked the asset in the first place handles the loading error and logs that the data is invalid with the traceback:

[00:41:18 ERROR Furniture Framework] Failed to load, skipping pack.
StardewModdingAPI.Framework.Exceptions.SContentLoadException: Furniture Framework failed loading content asset 'FF/leroymilo.FurnitureExample.FF/content.json' from the game content.
 ---> Microsoft.Xna.Framework.Content.ContentLoadException: The content file was not found.
 ---> System.IO.FileNotFoundException: Content/FF/leroymilo.FurnitureExample.FF/content.json.xnb
 ---> System.IO.DirectoryNotFoundException: Could not find a part of the path '/mnt/ext4_data/SteamLibrary/steamapps/common/Stardew Valley/Content/FF/leroymilo.FurnitureExample.FF/content.json.xnb'.

(I removed the traceback of both logs for brievity)
I would like to only keep the first log, since it's the one with the info about what went wrong during parsing.

gaunt orbit
#

ah, I see why

#

the first one handles the error and then doesn't load anything.
the second one happens because you requested an asset and nothing loaded it

woeful lintel
#

So I need some sort of invalid asset to return when nothing loaded?

gaunt orbit
#

the easiest way to do this is to throw a custom exception inside the first one instead of logging an error, and then do the logging in the second one

#

you can check the InnerException on your ContentLoadException and do logging based on that, and rethrow otherwise

woeful lintel
#

hmmm, but I don't actually handle anything in the first one, I do throw an error

gaunt orbit
#

oh hm

#

maybe SMAPI is intervening then

lucid iron
#

Are you directly loading the whole json NotteThink

woeful lintel
#

...

gaunt orbit
#

you could simply silence the second set of errors by try/catching and logging to trace, though that would also catch unrelated errors

lucid iron
#

Maybe if you load empty json and then do the edit by reading separate json

#

So even if die u give a valid empty model back

#

Also nice place to do any funny model transform things u want Bolb

woeful lintel
woeful lintel
#

the use case is loading data from content packs for FF

woeful lintel
#

I'm starting to think the solution is for the asset loading method to have a try/catch and return an InvalidPack object inheriting from FPack (so that it does return a proper object) containing the error info so that the pack loading method can print the correct error.

#

There might be something in the modcontentmanager also eating the custom errors I throw in the jsonparsers/validators

low marlin
woeful lintel
#

yeah, I think thatTechnical details: Exception has been thrown by the target of an invocation. is newtonsoft eating my error.

low marlin
#

So, would “HasValue: {{currentPlayer}}{{<insert spouse name you want to check>}}” really check if the current player is married to a particular spouse?

#

Or..

The name of the current or specified player's NPC spouse

Would this check for the only the current player (the person having the mod installed - might or might not be the host)’s spouse, only the host player’s spouse, or both (checks for any player’s spouse (s) regardless if they are married to one (or some) particular spouses)?

finite ginkgo
#

Not sure what you're expecting HasValue to do here, HasValue does exactly what it says in the name, tells you if the provided value has a value

For the current or specified player part, click on it on the CP docs, it'll take you to an explanation of how to specify the player, if the player is not specified for a token the default is the current player

low marlin
#

In MP, how can currentPlayer work for host and farmhands?

I know that if I have the mod and I am hosting an MP instance, I am both the hostPlayer and currentPlayer at the same time

What about farmhands having the mod? Would tokens like “Spouse” registers their value (s) instead of the host player’s?

finite ginkgo
#

The current player is, in fact, the current player, which can be the host, but is not always

#

A farmhand's current player with be the farmhand and the token's value be according to them

low marlin
#

So would that mean:

in my IUCT fork, if I have the mod, it will recognise me as the currentPlayer - But since I would be hosting the world, I am also the hostPlayer.

Other farmhands having the mod? The mod would recognise them as a currentPlayer only and would fetch their values and assign to the tokens (e.g. Host marries Shane but Farmhand marries Emily - So the mod’s “Spouse” token detects Emily as that farmhand’s spouse instead of Shane)

#

Is this correct?

finite ginkgo
#

yes

low marlin
#

So that means the “Spouse” token alone is sufficient to detect the spouse (s) of any player having the mod - and the value the token returns would be different for each player, right?

finite ginkgo
#

Yes

low marlin
#

What about “ChildNames”? Does it support lists?

#

(e.g. I want the token to check through a list of possible names that one player’s children could have)

#

Like, “ChildNames”: “Mina, Jon, etc.”?

Does this token (or ANY token) works like this?

stuck thunder
#

Which file and/or folder are the character portraits in?
Referring to the furniture.

vernal crest
#

Junimo furniture in tilesheets iirc

stuck thunder
low marlin
#

If I want to set up config tokens that the player can input text in (usually a single value) - What should I do?

lucid iron
royal stump
#

(and that'd result in a {{PlayerTextOption}} token you can use)

lucid iron
#

A failure in Edit is less severe than failure in Load

#

But hrm if the real problem is newtonsoft not throwing error up to a point u can catch then it's moot kyuuchan_run

timid onyx
#

What specific flag(s) is or are set when you buy the Joja membership?

royal stump
timid onyx
#

Gotcha, thanks

umbral plume
#

pst real quick; anyone know if its possible to put gifs as sprites or does it have to be jpg/png (aka can i make sprites moving pictures or do they have to be still pictures)?

hard fern
#

You can animate them frane by frame tho

lucid iron
#

You can animate them with various frameworks

#

What are the sprites specifically?

umbral plume
#

i was makin them and realized idk if theyd even work but they would be like this

hard fern
#

Oh. I thought you meant character sprites

#

Not portraits

umbral plume
#

but i was thinking like the sprite would make a talking motion during a single text box or something

lucid iron
#

There's a wip (not released) framework for that kinda thing

#

If you want fine control of animation timings on a portrait

hard fern
royal stump
#

(just testing for fun, but yeah SDVpufferdizzy)
unknown file extension '.gif'; must be one of '.fnt', '.json', '.png', '.tbin', '.tmx', or '.xnb'.

umbral plume
#

eeeeeeehhhhhhhhhhh i only know minimal coding stuff, i only made a single farmhouse map out of pure spite so idk much about the coding part

woeful lintel
#

I guess spacecore's animation feature would worknfor this

umbral plume
#

i wonder if theres a way to animate a png picture lmao

woeful lintel
#

That would be an easy way to do that, but I think it'll force the animation to loop

umbral plume
#

probably

royal stump
#

in general, the game's animations are on sprite sheets, where the frames are just side by side

umbral plume
#

i was more so wondering if itd still come out animated if i tricked it into thinking the picture was a png file

umbral plume
#

darn

royal stump
#

Content Patcher can't load those, the game won't know what to do with them, and it might not have the engine support for them anyway

umbral plume
#

booooooooo

royal stump
#

being based on an old microsoft 2d system

umbral plume
#

💔

royal stump
#

(or more to the point, gif as a format has always been weird w/ low support SDVpufferdizzy)

hard fern
#

Gif cursed

royal stump
#

but yeah, frameworks might let you splice that up into separate images and switch mid-dialogue, though I'm not familiar with doing it

umbral plume
#

it was a cool idea while it lasted

woeful lintel
#

I don't think you have to give up the idea, you can setup the portait spritesheet like the vanilla ones: each portait is a different expression, then use spacecore to animate them: it's a framework that works through CP if you're not familiar, so it's pretty easy to use

lucid iron
#

Yeah I don't think animating it is the problem

#

But you should give up on fancy lip syncing or whatever

#

This one gives all the portraits looping animations

#

It's a lot of work but hey it works

umbral plume
#

wasnt planning on getting that fancy! i was just gonna make like 2-4 frames and mush them into a looping gif then push them into the code

lucid iron
umbral plume
lucid iron
#

The things new framework would let you do is make eye blink and mouth flaps independent

#

Which would achieve stuff like "mouth only flap while text is typing"

#

It's cool but also unreleased

#

But art wise it's same amount of work PecoWant

#

Gotta draw all that

lucid iron
gentle rose
#

oh my god I wonder what that framework is a_sideeye

umbral plume
#

Its......actually a better version of what i was even gonna do....

gentle rose
gentle rose
#

I wanna see I wanna see

umbral plume
gentle rose
#

(I didn’t make that art, that’s dacar, he’s very cool and inspired the idea)

hard fern
#

Discord is actually allergic to playing videos on mobile i swear

#

Oh GREAT now the video audio is haunting me even when the video isnt playing and i switched to a different window

indigo yoke
#

are the only 3 fonts in sardew tinyfont, smallfont, and dialogue font?

gentle rose
#

tinyfont is only numbers

lucid iron
#

There's also sprite font (sort of)

#

That's the big thick banner fonts

indigo yoke
#

that's the font used in stores right?

#

like the seed shop (sorry random image found for example)

royal stump
#

is dialogueFont the one called SpriteFont in the files? I forget how it all translates into the game SDVpufferdizzy

umbral plume
royal stump
#

in content it's smallfont, spritefont, tinyfont, and the asian character sets that I think go into spritefont

umbral plume
woeful lintel
#

The art is really good

#

However

gentle rose
# umbral plume

cute! I think a ton of people would love that style. it reminds me a lot of flash games!

woeful lintel
#

Hd portraits

gentle rose
woeful lintel
umbral plume
#

whistles innocently

royal stump
#

(okay yeah, C#'s dialogueFont is the content folder's SpriteFont, so it's 3)

hard fern
gentle rose
hard fern
#

But yeah it totally reminds me of those old flash games

gentle rose
#

haha makes sense

#

but it reminded me more of like, did any of you play the barbie(?) flash game that used to exist

#

or like the papa’s games

umbral plume
#

YESSS

#

obvi mine arent finished and DEF need a redo now that im looking at them after not drawing for a few days BUT it seems dacar beat me to it and did it better sooo ehhehheh

crude plank
#

i'll see myself out iro it's ok

gentle rose
umbral plume
#

i suppose our art styles are different enough right like i dont wanna copy him or make like a dollar store knock off lmao

gentle rose
#

if dacar had a problem with other people making animated portraits, he wouldn’t be actively supporting me in making my framework SDVpuffersquee and he was inspired by other games too!

hard fern
#

I used to be scared of the closers and would always quit at the second day though LOL

umbral plume
#

🤔 i really dont know the first thing aside from the art portion of making an animated sprite mod so does your ( @gentle rose ) framework mod have instructions in the description or can i like send them to you to input into a code oooorrrrr....? idk how that part works help lol

#

(i feel like a dummy)

gentle rose
#

but it will hopefully be almost as simple as any content patcher mod

uncut viper
gentle rose
#

potato, tomato

umbral plume
#

i should also fix my farmhouse map

spiral lion
#

hello!

Does anyone have an idea why my winter festival outfit does not work??

indigo yoke
#

Does this look better than the previous menu screen?

#

example if what it previously looked like (i dont have a proper screenshot saved sorry)

autumn tide
#

hmm, maybe add a more detailed magnifying glass sprite?

#

OR give it a shadow?

#

your mod sounds so effing cool btw SDVpufferheart

indigo yoke
#

ty. tho kittycatcasey did the original. I am just updating it and trying to (imo) improve the menus, balance, ect.

autumn tide
#

istg casey has the wildest ideas-

next plaza
#

I still want to make a new magic mod but I've yet to come up with something I'm happy with

indigo yoke
autumn tide
#

😂

indigo yoke
#

like the light from lantern actually following you now instead of just being placed. should help people understand it working. Also added a lot more SFX so people know something is happening / improving player feedback

indigo yoke
autumn tide
#

same here!

next plaza
indigo yoke
#

rip

#

I only played the (late) 1.5 version

#

T_T

next plaza
#

Part of my problem with the magic mod was that you're essentially just using mana in place of stamina for a lot of cases (such as the farming stuff)

#

If I actually end up making magic 2.0 (under a different name at this point), I want it to be more unique, and not simply feel like you can do a little more of the same stuff

autumn tide
#

tbh 3d stardew is magic-y enough to me-

next plaza
#

That's the other problem, there's so much work to do with stardew3d, and I basically only make modding progress on the weekends these days 😅

lucid iron
#

Make magic the fps part of 3 d

uncut viper
#

might make the other fps part more difficult maybe

hard fern
#

Stardew but... 3d?

next plaza
#

Magic will be its own mod if it gets made. 😛

But there’s a good chance I’ll add 3d mod support for it…

#

I would say “have you not seen the crimes”, but it’s a secret, so of course

#

So secret you have to actually check for the thread manually

autumn tide
#

very secret indeed

next plaza
#

(There’s two crime threads technically, and only one is 3d)

indigo yoke
next plaza
#

Yep, and a lot of the others just didn’t feel interesting (at least in the version I maintained)

#

I liked shockwave

hard fern
#

(unrelated but i think it would be cool if Stardew had that same look as like, octopath traveler as an example)

lucid iron
#

H d 2 d

hard fern
#

Also i just realized id been using spanish keyboard???? Is that why i keep typing ñ randomly....

lucid iron
#

I think that's maybe possible with [redacted] shader things (even tho the hd2d aesthetic is like 2.5d)

next plaza
indigo yoke
#

but it should be kept in check. there should be a lot more unique spells than mundane

hard fern
#

Now all we need are those really fancy shaders they have for Minecraft

#

Just for Stardew instead XD

next plaza
next plaza
#

And if I end up going the even more heinous crime route so that I don’t have to figure out lighting/shadows in an optima way by myself… well, it’ll enable a lot

next plaza
#

I’ll be ripping out tons of existing code and having to replace it when I do that

indigo yoke
#

hmmm, maybe I could work on water/till/clear debris a bit more.
Like copy over the spirit AI / effects I did and try to mix the two.

So instead of just "click magic hotkey, water area". It would be "click magic hotkey, summon water junimo. they go and water tiles around you"

next plaza
#

Yeah, that’d be better. Though I’m also contemplating stuff that is stronger but also has drawbacks

#

Not sure what that’d be for the farming yet though

gentle rose
#

that allows actual creativity/flexibility in spells

royal stump
next plaza
#

disappears for at least like 20 minutes

spiral lion
#

Thanks!!
I tried it and it worked with different conditions. What could be the error then? 😮

safe kraken
deep cypress
#

Is there a debug key to cause the NPC to show the appearance?

#

Like, for Msru’s Hospital Look. Warpimg a character to there doesn’t force the look.

spiral lion
#

Hmm, i dont understand? How do I add a debug key? :))

royal stump
#

I'm not sure about testing with debug commands, but either way, it sounds like the condition isn't checked at the right time during festivals for the is_event query. You could try something like this instead, if having them change clothes all day is fine:

"Condition": "DAY_OF_MONTH 25, SEASON winter"

Or if it should just be during the festival, you could add a time or location query, like this:

"Condition": "DAY_OF_MONTH 25, SEASON winter, TIME 900 2200"
spiral lion
#

Thank you for the advise! I tried it, but it did not work 🙁 ❤️

low marlin
royal stump
low marlin
#

For instance, if I add 12 text input config for children's names in my IUCT fork (multiply that by how many spouses do I want to have custom child dialogue and how many scenarios I want the dialogue to happen (dating, engaged, married, etc.)) - Would tokens like "ChildNames" accept list of curly braced tokens?

royal stump
#

I can't really say without knowing what setup is involved, but if you mean something like this, then it should work:

"When": {
  "ChildNames": "{{PlayerTextOption}}" //apply this patch if the player entered a child's name
}```
#

depending on whatever other details are involved, since that's probably not the goal

#

something like "ChildNames |contains={{PlayerTextOption}}": "true" would probably work too

low marlin
spiral lion
#

Thanks everyone! It works 😄

autumn tide
elfin kindle
#

The styel is really close to the canon art!

indigo yoke
#

Adjusted the spell bars position from being in a row to being next to each other, along with a background and some text. Is this too much?

#

old for comparison

brave fable
#

if you have the room, i'd suggest laying them out horizontally in the menu to match how they appear above/below the toolbar in gameplay for clarity

#

that way you likely wouldn't need to include the 'spell bars' label to tell you what it is, since it's clearly the same spellbar you already recognise

tired relic
#

can someone help me out lol ive been out of the modding game for a while and my progress got deleted

#

and i dont remember how to do this stuff for just making basic sprites

uncut viper
#

!startmodding

ocean sailBOT
#

Making mods can be broadly divided into two categories:

Usually it’s easier to start with making content packs, since you don't need to learn programming.

uncut viper
#

first bullet point

tired relic
#

thank you

uncut viper
#

the content patcher docs (linked on the wiki tutorial for content patcher part i believe) has some examples too iirc, which will also probably come in handy, particularly in the EditImage section

tired relic
#

okay let me finish some of this ill come back for help making a gatcha machine

brave fable
#

orthographic or perspective for an event scene SDVpufferthinkblob anything but code for a day

tired relic
#

this feels like a dumb question but how do i gety it from an xnb to a png?

brave fable
#

!unpack

ocean sailBOT
#

Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!

brave fable
#

any question you don't know the answer to is a good question SDVpufferthumbsup

#

one such question is 'how in all hell are you meant to sprite animated fire'

uncut viper
#

with scrolling noise I think

brave fable
#

the only scrolling noise i know is the sound of my mouse zooming in and out on these sprites SDVpufferpensive

elfin kindle
brave fable
#

thanks SDVitemgiftblue trying to go for the same effect as in the movie theatre and the mermaid boat

#

i'm sure detailing this will be very very simple and enjoyable

#

which will hopefully make me go back to work instead

tired relic
#

me just learning tos dreverse engineer my old mod

uncut viper
#

(i liked the ortho better personally...)

brave fable
#

it's a tough call. i'm not surprised ca never actually applies perspective on objects even in perspective scenes, the end result will probably still look warped even after being smoothed out and detailed

tired relic
#

me learning how to do this by force trial and error like forcing a puzzle

brave fable
#

could trash the two benches on the sides but also i don't much want the room to be fully empty

#

much to solve

lucid iron
#

bbry will the ortho one be a map

#

for u to run around in

brave fable
#

just a cutscene, no movement

calm nebula
#

Lame

#

/jk ❤️

royal stump
#

I like the latter, but idk how it'll end up looking with NPCs and such, if any

#

(reminded of an RPG Maker game where the plot was about how hard it is to match* the art pack styles for RPG Maker SDVpuffersquee)

tired relic
#

formating im still confused?

brave fable
#

oh likely just one on the mat in the middle and maybe one or two behind them to the sides. it shouldn't break the illusion of depth too much given the game already does pretty much whatever it wants on that front

brave fable
tired relic
#

!!format

brave fable
tired relic
#

!format

#

-death-

vital lotus
#

"make words make sense?" /lh

tired relic
#

the content.json is where im stuck

brave fable
#

!json maybe you could share your file here?

ocean sailBOT
#

JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.

If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.

When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.

royal stump
#

(and probably some good guides on the tutorial wiki, but idk which ones to suggest personally)

vital lotus
#

does the power up like spring onion and bear knowledge applies to all players when only unlocked by one in mp games?

brave fable
#

if you use shared wallets then yes (if they're online), otherwise no

tired relic
royal stump
#

that's the manifest.json format, content.json should be different

brave fable
#

yep, you'll want to change the You can change JSON format value to match your file, so Manifest for manifest.json, and Content Patcher for content.json

royal stump
#

also you can post the uploaded file's URL here to share it directly

tired relic
#

okaay im still confused

#

whats the difference

royal stump
#

manifest.json is a file every mod has, even C# stuff, to tell SMAPI what the mod is when it's loading

#

content.json has the actual instructions on how to load your art/edit game data/etc

tired relic
#

T_T do i need to add a content note for every sprite i do?

royal stump
#

since they need to be in specific "targets" for the game to use

#

so that text you have there is fine if it's in the manifest.json, but your content.json will be something like a bunch of "load"s like that example

tired relic
#

so how would i have load the muliple different pets? just have it pick up the file for each content.json?

vital lotus
tired relic
#

im changing the sprites to have butts and the turtles to have random hats

#

currently just doing the cats atm

vital lotus
#

so adding overlay to an existing assets?

tired relic
#

yeah

indigo yoke
tired relic
#

...... i forgot u can see the bears butt XD here we go finding every file that has a butt to add a butthole

vital lotus
# tired relic yeah

if don't mind ur assets completely replace the image u could do...

        {
            "Action": "Load",
            "Target": "Animals/cat, Animals/cat1, Animals/cat2, Animals/cat3, Animals/cat4, Animals/cat5",
            "FromFile": "<path to the ur file>/{{TargetWithoutPath}}.png"
        }

Make sure ur file name is cat, cat1, cat2, and so on

#

If u place all the png in folder name "assets" the the FromFile would be, "FromFile": "assets/{{TargetWithoutPath}}.png"

tired relic
#

very helpful thank you.

tired skiff
#

is there tooling that exists for getting the decompilation output into a state where i can dotnet run it? the standard ilspy output seems to be missing functions

tiny zealot
#

there is a private code repository (for people of sufficient level on here who also have the Mod Author role) which is the decompiled game code but (afaik) massaged into a state where it can be successfully recompiled. but also afaik there is no special tooling that enabled it and the massaging was done by a person

royal stump
#

yeah, there's mainly a run after decompile.linq that fixes dll references and such

#

but also "step vi: fix compile errors manually as needed" SDVkrobusgiggle

zenith tartan
#

Sigh Hi. So, I'm COMPLETELY new to this process, and I've been following the tutorial on the wiki to try to set up a mod (but haven't actually made it really do anything yet). When I try to build it, I get errors saying it can't find the game path. I know that there's an entry on adding the game path manually, which seems like what I need to do, but I don't understand what it's saying. It says to "go to my users folder" (I've done that in file explorer, but maybe they mean to do it in Visual Studio? Which I don't know how to do) and make a targets file (which I have no idea how to do). I've tried googling how to make a targets file, and all the results basically say "you don't need to, it'll import one".

I'm sure this is an absolutely newbie level question that you've probably gotten before, and I tried searching to see if someone had explained this already, but I didn't see it. Can anyone break it down for me?

ivory plume
lucid iron
#

you can find game path via steam if you need to

ivory plume
#

Then just create a text file in that folder, and rename it to stardewvalley.targets.

lucid iron
#

stardew valley > right click > browse local files

#

also if it's easier u can just toss the game path bit in csproj, the stardewvalley.targets method is just nice if u got multiple mods Bolb

#
<PropertyGroup>
  <GamePath>your/gamepath/here</GamePath>
</PropertyGroup>
ivory plume
#

(And to avoid committing it in Git repos and breaking the build for anyone else who opens your code.)

zenith tartan
ivory plume
#

Do you not see the option, or does it show an error message?

zenith tartan
#

It doesn't show the option. I should mention I suppose that I'm on Windows 10. It shows an option to add a folder, though that has the icon for user access control or whatever (I am the admin, so I could do that, but it's not the goal right now).

ivory plume
#

Are you in the Users folder itself? If so, you'll need to go one deeper into the subfolder for your username.